iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

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Transcript of iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

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Universiteit Hasselt - Expertise Centrum voor Digitale Media Provinciaal Gallo-Romeins Museum – Provincie Limburg

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Universiteit Hasselt - Expertise Centrum voor Digitale Media Provinciaal Gallo-Romeins Museum – Provincie Limburg

iDiscover

The Use of Games to Enhance Cultural Heritage Experiences

Jolien Schroyen

Hasselt University - Expertise Centre for Digital Media Gallo-Roman Museum – Province of Limburg

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iDiscover - background

- EFRD projects:

- ARCHIE: enhance vistor experience through mobile ICT (2005 – 2008)

- RITCHIE: expertise centre and demolab iDiscover for (mobile) ICT in culture and heritage (2008 – 2012)

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Mobile ICT to enhance the visitor

experience

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The success of games to engage

audiences

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The success of games to engage

audiences

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The success of games to engage

audiences

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The success of games to engage

audiences

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The success of games to engage

audiences

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The success of games to engage

audiences

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iDiscover framework

Conceptual framework to situate the desired cultural heritage experience. Which technologies are needed to suit a specific target audience, (museum) environment, context of use,… ?

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ARCHIE museum game

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ARCHIE museum game

Target group: youngsters,

during school visits

­ Interested in multimedia,

games, hands-on activities,

experience and explore

­ Social interaction

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ARCHIE museum game

- stimulates interaction between youngsters

- encourages interaction with the museum

- tailors the presentation to the students’ needs

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ARCHIE museum game

- stimulates interaction between youngsters

- encourages interaction with the museum

- tailors the presentation to the students’ needs

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ARCHIE museum game

- stimulates interaction between youngsters

- encourages interaction with the museum

- tailors the presentation to the students’ needs

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ARCHIE museum « game »

­ Learn by playing

­ Training skills, built-in learning curve

­ Rich graphical design

­ Relive specific episodes from local history

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Evaluation and results

­ Extensive user tests, in various phases of the design process

­ Observations, logging of user interactions, questionnaires

­ Evaluation of : ­ Usability and playability ­ Training of social skills (social interaction) ­ Training of cognitive skills (interaction with

museum environment, interpretation and observation, …)

­ Learning key messages

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Evaluation and results

­ Museum game does stimulate social interaction and exploration

­ Humour as a trigger!

­ Mix of free exploration and (very) focused searching for answers in the museum

­ Museum game is able to support the learning of key messages

­ Unaware of their learning

­ In search for a stimulating challenge for every target group

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Evaluation and results

­ Youngsters very enthusiastic about medium (more fun, cool, clear, modern, less boring, easy,…)

­ After a one hour museum visit, they still want ‘more’

­ They like in specific:

­ Game actions

­ Searching for objects in the museum

­ Playing together, in small teams

Handheld museum games as a way to increase attractiveness of museum visits for youngsters

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Evaluation and results

­ Completely deployed and operational (Fall 2010) as part of the educational programme of the Gallo-Roman Museum of Tongeren

­ One of the most advanced mobile guides that is currently in use in a real life situation

­ Advanced, yet very fragile technology

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Evaluation and results

­ Deployment phase often neglected in R&D

­ Pre-deployment evaluations with ~1000 test users

­ Intensive real life usage, by school groups and families during school holidays

(100 families in 1 week)

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Park Explorer Middelheimmuseum

Target group: youngsters (14-26)

­ Open air sculpture museum for modern and contemporary art

­ iPhone + GPS

­ Stimulate visitors to explore the park + unlock “remixes” made by youngsters

(as part of the Sculpturized!-project < Piazza dell’ Arte)

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Park Explorer Middelheimmuseum

­ Lightweight game: “art radar”, hints and wild cards

­ Extra reward: hidden places in the park

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Evaluation and results

Feedback user testing - Previously hard-to-find

artworks: more accessible - Game element is fun - Extra content is

appreciated - Visitors love the incentive

to explore - Only iPhone ? (available in App Store iTunes)

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Do-It-Yourself approach

“In het wiel van Odiel”

­ Target group: school groups (focus on technical and vocational education)

­ Two small city museums:

­ National Museum of Cycling

­ City Museums of Izegem (industrial history)

­ Develop an engaging educational programme

­ Odiel Defraeye as a key figure to explore local history in the first half of the 20th century

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Do-It-Yourself approach

“In het wiel van Odiel”

­ Web-based authoring tool

­ Students create their own mobile game

­ Resulting games can be played by fellow students on a smartphone in the museum

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Do-It-Yourself approach

“In het wiel van Odiel”

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Do-It-Yourself approach

“In het wiel van Odiel”

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Evaluation and results

­ Project launched March 2012

(inhetwielvanodiel.be)

­ “Light” version for regular museum visitors: play mobile game in the museum (content made by heritage organisation TERF)

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Evaluation and results

­ Students show commitment to create fun, meaningful games

­ Students immersed in museum content, storyline Odiel Defraeye

­ Unlocking content in museum by means of searching and scanning QR-codes is fun

­ Difficulty in matching content to the physical museum environment

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contact

- Hasselt University - EDM : Jolien Schroyen

[email protected]

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